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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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On Linux 
sed is your friend :) 
 
Even on windows 
Necros 
Oh, thanks ! I was not aware that sed was also available on windows (let's say DOS exactly).

great ! 
First Map 
Hi everyone, I am following Scampie's getting started with Trenchbroom and Quake guide (http://quakewiki.org/wiki/Getting_Started_Mapping) I've made it through the process step by step, all up to compiling. Necros' compiler (also tried this on command line on mac) does produce a .bsp but I can't load the custom map in game.

I feel as though I am missing a step. My directory is organized (quake/id1/maps) as expected. When I try to call the map in console I receive a "couldn't spawn server" message (tried this on fitzquake on windows, and quakespams on mac, same result) What am I missing here? I'm using the shareware .pak, does this make a difference? Excited to make some progress! Thanks for your help! 
First Thought 
Did you place your .bsp in the quake/id1/maps folder?

Not sure if you can play a map with the shareware.pak alone.
This in case you use monsters like Hellknight, which need the fullware version. 
First Map 
Yep I structured the folders as you would expect (quake/id1/maps) I wonder now if it's because it's shareware. Is there any reason couldn't load a .bsp compiled for (fitzquake/quakespasm) The level is just a cuboid room with one light and a info_player_start 
Second Thought 
For just a cuboid room/light and player it shouldn't be a problem.
You could type "path" in the console, without the connotaton marks to see where your quake executable leads to.
If it is quakeid1maps your bsp should be there and start playing after "map your.bsp".

Isn't there no default in your placed mapname,
ie no bsp behind it, or longer then 8 letter mapname?

I'm using Quakespasm also for the first time and found out it didn't worked the way I thought.
So what I did was making a subdirectory in the Id1 one, called it my game, made a new subdirectory called "maps" and placed my bsp into it.

Then after making a new shortcut from the quakespasm.exe with characteristics
quakespasm.exe game mygame I could start in the right directory.
Then I typed "map mymap.bsp" in the console and it went fine. 
Oops 
I ment a subdirectory in the Quake folder, not the Id1 folder. 
 
I think the "couldn't spawn server" error is because the shareware version doesn't support custom maps. 
Registered Quake 
What do you need for a "full" copy of Quake, just the pak0.pak? Can you legally obtain that from the steam version? 
Dianus 
If you buy the game through steam or gog then your map should work. 
 
As the corpse of the monstrous entity Chthon sinks back into the lava whence it rose, you grip the Rune of Earth Magic tightly. Now that you have conquered the Dimension of the Doomed, realm of Earth Magic, you are ready to complete your task in the other three haunted lands of Quake. Or are you? If you don't register Quake, you'll never know what awaits you in the Realm of Black Magic, the Netherworld, and the Elder World!

Shareware Quake is pak0.pak only, registered also has pak1.pak which has all the content missing from shareware like maps and several enemies and lightning gun.

The Steam version is the full registered version, the .exes it comes with just don't run without Steam running, but you can avoid that by using any other engine .exe which you want to do anyway. 
 
I wonder if Steam, and not Id/Bethesda is responsible for this? I bought a copy of Fallout 3 goty from Steam and it runs fine without Steam.

I bought Quake when it first came out, direct from Id, and have been moving the folder from one computer to another for 20 years and I don't remember ever having to deal with drm of any kind.

Personally, I now try to verify that the Steam version of a game will run without Steam before buying. If it doesn't, then I won't buy that game from them unless they are the sole supplier.

GOG.com is a great source for DRM free games 
 
Personally, I now try to verify that the Steam version of a game will run without Steam before buying

what steam game DOESN'T require the client to be running?? 
 
A few don't. http://steam.wikia.com/wiki/List_of_DRM-free_games

In the case of Quake I don't really care, since I almost never use the original engines and they're downloadable from id anyway. The key bits are just pak0/pak1. 
 
I have Fallout 3 (goty)and all three of the new Shadowrun series bought on Steam that I know will run from where ever I put the game folder and don't require Steam to be running.

Note that Steam gives you a short time to try games and still be able to get a full refund. Basically less than 2 hours played and within 2 weeks of purchase.

http://store.steampowered.com/steam_refunds/ 
Steam 
refused my DukeNukum3D because I played it once,
and my account had used it before.
refused AliceInWonderland because..,
and so on. 
It Works! 
Decided to go with the GOG version (being DRM and client free) and...it works! The map loaded just fine. I didn't realize the full version of Quake was needed, seems obvious now. Thanks guys! 
 
Good to see you got the game, time to play through it and once you're done play through the maps on quaddicted 
Damage By Triggered Action 
1) Can I give a damage to monsters by enabling a trigger in vanilla Quake? For example I use trigger_counter and when the sequence is complete it kills some monster.
2) Can I execute telefrag on monster without a teleport entities? 
 
QC hacks might make this possible. You could set the 'use' key on the monster to whatever the name of it's death function is in the progs ("dog_die" or whatever, you'll have to look in the source to see), then just trigger it, but it won't figure into the kill count properly.

You can also make a func_door or something and set "touch" on it to "tdeath_touch", and have it open from under the floor to poke the monster in the feet, that should blast it pretty hard. note: I have never tried this. 
 
of course, that's assuming the monster isn't moving, in which case I guess you could just crush it too ... never mind, I'm not paying attention! 
 
I have a quad on a func_wall that gets killtarget when the map starts. The quad then floats in midair. It worked fine until I enabled VIS during my compiles, and now the quad falls through the world. What gives? 
 
Not sure, but you might need to killtarget it a bit later if you are doing it instantly when the player spawns, the Quad may have not dropped to floor yet if you do it instantly. 
 
Doesn't change anything, sadly. 
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